I thought I'd do a write up on the Cabalist class for
anyone else whom can stand the pain and torment of being one of the two (the
other being infiltrator) unwanted Guild of Shadows Classes. I might not be the best
person to do this but I'll write it anyway.
As I said before good luck on getting any non
guild/friend groups, my luck with groups has been from guild members, Real
life friends, or folks that have cabalists in game and offer sympathy groups.
That is a horrible thing, as Cabalists add a lot of versatility in a group.
Our pets as of now, while not as group friendly as an enchanters (they get a
healing/buffing pet and we don't.) pack in my opinion, a lot more punch. Cabalists might not always get the kill
first, but most of the time they will get the last laugh, this is done in the
form of our formidable line of Damage over Time (DoT) spells. For the times
when you can't get a group, you can make and impressive Self group with the
use of pet buffs and debuffs.
Character Creation:
The first thing to do is select race,
Briton: Average Stats
Avalonian: High Intelligence and Quickness, but
low Strength and Constitution
Saracen: High Dexterity slightly average Strength,
Constitution, and Intelligence
Inconnu: Nice Dexterity and Constitution scores and average Strength, not
as Intelligent as an Avalonian but close.
To me I think race really only matters as far as your
starting resists and that's about it starting race stats don't mean a whole
lot end game.
Starting stats: As an Inconnu I chose to put 10
points into Dexterity, Constitution, and Intelligence. The three big hitters
for casting classes.
Dexterity: Effects casting speed, and your chance
of being hit by a weapon.
Constitution: The more of this, the longer you get
to kill Invaders. Higher Constitution=More Hits
Intelligence: Albion's main caster stat. This
gives you how much power you get in your power pool. Intelligence also effects
your Damage spells. The gain is noticeable. On average about 4-5 points of
Intelligence will gain you 1 more point of damage on your DoT spells, when
that adds up you start to do much more damage by the time the DoT is finished.
A breakdown of the Cabalist spell lines.
-
Body this is the line that taken early on gives a great amount of
utility and support spells. Offering as well an Impressive Direct Damage(DD)
spell, Debuffs, as well as CC in the form of Roots.
Base spells:
Vitality Drain/ Essence Consumption: Direct
Damage spell with a % of the damage done being turned into Hits for you. This
spell does great work of filling yourself back up on HP, when the group healer
is busy working on the tanks.
Dilapidate Body: A instant cast strength
debuff. On a 5 second recast timer. A useful spell in RvR more so in PvE.
Be warned this spell is a big power drainer.
Cripple/ Leg Twist: The Cabalist form of
Crowd Control. This root type can be a real lifesaver. Just make sure you put
some distance from them and you during the spell or before it ends.
Specialization Spells:
Abduct Lifeforce: An upgraded version of
the Vitality Drain/ Essence Consumption spells. The Damage is higher, and the
% of damage done to self healing is greater as well. The highest version is a
90% conversion, to the base max of 60%.
Shift Spirit/ Transplace Spirit: As I like
to call it Ghetto heal. Yes Cabalists do have a use in group as a back up
healer. It may cost us some of our Hit Points to do, but it can save a healer
or tanks life in a heated battle once the healer goes OOP. In some ways, PvE
at least I feel that we are a better healer than a cleric. At most a cleric
will have a full power bar, and MCL to go off of heals. But a cabalist that
puts just 3 points into spirit will have an unlimited healing ability. I'll
say how later.
Inflict Excruciation: An instant cast
attack speed debuff. This spell is on the same 5 second recast timer as the
other debuffs.
Cursed Vigor/ Cursed Essence: You have no
idea the pain this spell can cause a Mob or even worse a player. Disease. In
one word it is bad. You get three effects in one spell, and at the higher
spec, it's an Area of Effect(AoE). First, there is a 7.5% Strength debuff. On
top of that a 15% Snare is added, and the cue de gra, healing spells are much
less effective until it's cured. A very nice way to start of an RvR or PvE
battle.
-
Spirit our pet and resistance debuff line, not many Cabalists are
found with an ending template without at least 3 into this line for the spell
reclaim energy.
Base spells:
Simulacrum Summons: Amber, Ruby, Sapphire,
Emerald, and Jade. The 5 gem stone pets of the Cabalist. Each different in
use and ability.
Amber: One of the Better RvR pets. This pet has a
self con buff that makes it the highest HP pet we have. It will proc a stun
that has slightly diminishing returns but it does chain.
Ruby: The casting pet. Lower HP than most the
pets, still a good choice for RvR use due to it's nice DD spell. It casts a
Heat based DD. In my opinion the best pet to use for soloing because the
ability to "Kite" mobs.
Sapphire: The anti Stealther pet as I like to call
it. In RvR if you can survive the initial blow, this pet should finish of any
stealther. The reason, our pets don't need to Hit to proc. This pet procs a
very good damage Lifetap. So you do damage to the stealther even though it is
evading the pets swings.
Emerald: Mini matter as I call it. Another of the
tank pets, this little guy procs not only a DoT that stacks with our matter
DoTs, but also procs a disease.
Jade: Some say the magic ends with this pet. It
has fairly high hits, not nearly as many as Amber but it does have them. It
hits for a nice size amount of damage as well. The pet has a built in Damage
Shield that might not hit for much but it does have it.
Empower Spirit: Strength pet-only buff.
Not many non spirit speced cabalists worry with this spell but it's nice to
have around.
Rebuild Simulacrum: Pet-only heal spell.
Honestly only useful for mid-fight healing. Your better off using Reclaim
Energy. However until you have that spell this is nice to use to ease
downtime.
Magnify Dexterity: Dexterity pet-only
buff. Not many non spirit speced cabalists worry with this spell but it's
nice to have around, good to cast on ruby, as a slight casting speed increase
happens.
Specialization Spells:
Exploit Flaw: Pet-only DPS buff. This
spell adds to the amount of damage your pet does in melee. Is overwritten by
any other classes damage buffs ex. Wizard, Theurgist, Paladin.
Overcharge Aggression: Pet-only attack
speed buff. Increases the speed can attack in melee combat. Not sure but I
think Theurgist buff will overwrite this spell.
Convert Spirit: The
Power recycling spell. Some people will say your abusing your pet, others will
get mad and say your cheating, Most laugh and say thats cool. With this single
spell you have a unlimited source of power.
Constrict Spirit/Shackle Spirit: Single
Target/AoE Snare spell.
Banish Immunities: Single Target Body
debuff spell.
Banish Will: Single Target Spirit debuff
spell.
Banish Conductivity: Single Target Energy
debuff spell.
Vivify Golem: Pet-Only Strength & Constitution Buff
Accelerate Golem:
Pet-Only Dexterity & Quickness Buff.
-
Matter deals with the field of atoms and poisons. This is the line
with our AF buffs, Dexterity debuffs, Damage over Time's, and pet focus damage
shields.
Base Spells:
Nullify Offense: Self-Only armor factor
buff. This should be up at all times.
Corrosive Cloud/ Dissolving Fog/Disintegrating
Smoke: Our Baseline DoT spell. Thanks to mythic, DoTs are now
stackable a big help to all DoT classes everywhere. Only Baseline DoTs and a
Specline DoT will stack. So no Spec single target and AoE DoT's on the same
mob, but Baseline and AoE will stack.
Barrier of Warding: Another bread and
butter caster spell. The Self Bladeturn. Have this spell up at all times in
the field. Sometimes it dosen't hurt to Quickcast a second.
Dampening Ward /Nullifying Ward: The Caster
Absorb. Buffs. These make cloth armor seem like there is something between
your organs and that Celts spear. Again a must have up spell once you get it.
That extra 5-10% is a big change.
Sorcerous Web: Single target Dexterity
debuff. A bit more useful in RvR than PvE. Is on the same 5 second recast
timer that all the other Debuffs(attack speed, Strength) are on so chose
wisely.
Specialization Spells:
Devolution/Degeneration/Contamination/Deterioration/Decrepify/Delaceration:
Our Specline DoT spell. Thanks to mythic, DoTs are now stackable a big help
to all DoT classes everywhere. Only Baseline DoTs and a Specline DoT will
stack. So no Spec single target and AoE DoT's on the same mob, but Baseline
and AoE will stack. At the moment we we get a base and spec dot at the same
levels except 49, which is the last DoT we get.
Reflective Backlash: A potent spell in PvE
and can be in RvR. This could be the big hitter for Cabalists if the word
just got out. A Focus Damage shield. More powerful by far than any Wizards
damage shield. Imagine if you will as a Player in RvR hitting a cabalists pet
with this spell up. You would be hit back with the force of at least 3
Polearms at level 50 matter. The drawback is you can't move or be hit while
the spell is in effect, or it ends. The spell is also a constant power drain
much like a Theurgists PBT, or Paladin's Endurance regeneration.
Lance Spirit: The RP maker. These are the
AoE DoT spells. With a radius of 350 units it can hit a lot of people. The
best fun is when you use this spell in the Battlegrounds, and when the spell
is over the deathspam you get in your chatbar. Very nice spell but caution
must be used when CC is being used.
Persistent Obscuration: In my opinion the
best spell for Cabalists. Nearsight is a bane to over 60% of any realms
classes that use range to do damage. And it takes 2 seconds to cast, 2
seconds! At level 41 the highest level it decreases your range by 65% of what
it is normaly. Whats that mean? Well, get this spell off on a ranger or
hunter, and they will be out of the fight with a bow for a good minute or so.
Same is true for Eldriches and runemasters.
Tricks O' The Trade:
Number one: Abuse to your sim is good for you.
Don't forget that once you get 3 points
invested into spirit you have an unlimited supply of power as long as you have
at least 25% power or a pet with more than ¼ life left. The spell
Reclaim Energy seems like a waste at first, it kills your pet, big deal, I can
do that by clicking release. But wait. Look what happens when you have power
missing from your bar. It shoots up! From 25% power you can be ready to
go in less than 30seconds and ready to pull once again.
Numer two: Stack, Stack, Run.
We are now one of the best solo classes in
the game, in close competition with the necromancer. Why? Because we have the
ability to "Kite". For those of you unfamiliar with this technique its simple.
The reason why we can do this is because the Ruby sim. Has been changed into a
Casting DD pet. And we have DoTs. All you do is find a MoB out in a nice open
area with plenty of room to run around in. Get at maximum range from the mob,
and cast your base and spec DoTs on the mob, if they don't stick don't worry
too much. Once you cast your first DoT, have your pet attack the mob. It will
begin to cast it's spell. When the monster gets close to you turn and run away
from the MoB and sim. At a 90'ish angle. This is to make sure the MoB won't
hit your sim and mess him up. Just run the MoB around until it dies or your DoTs
run off, and if that happens /face the MoB, reDoT and continue to run. As I
said this works because while your running it around and DoTing it, your pet
is also DDing the mob too. While the MoB is trying to kill you it's getting
killed by your DoTs and pet.
Bitter End.
Once you do get to 50, feel proud that you're one of the
Loaners that went 1-50 with little or no grouping. Also in some cases, in
record time. It's not totally the end of the road. There is RvR and PvE
still, Epic mobs and dungeons are nice to explore when you don't need to worry
about XP loss. Cabalists are also in my opinion the best PowerLeveling class
in the game, since they can AoE pull about 8 yellow and orange mobs and live 75%
of the time. In the end as far
as speccing goes, a lot have gone the way of Matter/Body a 46/28/4
Matter/Body/spirit split, That way you get the last AoE DoT and have a better
Lifetap. A few go 46/28/4 only Spirit/Body/Matter for a nice 50%Body Debuff
so your Lifetaps can really pack a punch.
In the end I'll go 50Matter/20Body/4Spirit, Awesome
Nearsight, all the DoTs in the World, an excellent pet damage shield, and an AoE Disease to help the DoTs get their job done a bit better.